|
|
|
 |

March 25th, 2003, 11:39 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The long-awaited Rock-Paper-Scissors Mod!
Done. Copied the AI file over and removed all the AI_Research entries. Actually USING an AI won't work, so don't bother and be sure to turn off random AIs.
http://members.cox.net/phoenix-d/RPSmodFix.zip
BTW, I'll get my imagemod mirror updated soon..my web host's FTP has been down.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

March 25th, 2003, 11:50 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: The long-awaited Rock-Paper-Scissors Mod!
Blue and Yellow RPS races.zip
Here are some extra shipsets for games with more players.
__________________
Things you want:
|

March 26th, 2003, 03:40 AM
|
 |
Corporal
|
|
Join Date: Oct 2001
Location: St. Louis, MO
Posts: 115
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The long-awaited Rock-Paper-Scissors Mod!
o.... k... ?
Didn't know this was "long-awaited", but it looks interesting.
So is this for a one-night TCP/IP game? It seems silly to do PBW with 24 hour turns or something. Just building ships and ... no, thats it, just building ships. Putting them into fleets, designing fleet and ship strategies, and giving them orders.
So someone wanna try it?
__________________
-MegaTrain-
Athlon 1.3 GHz running at 1.6 GHz on an iWill KK266
|

March 26th, 2003, 03:45 AM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The long-awaited Rock-Paper-Scissors Mod!
Sj this is a classic
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|

March 26th, 2003, 03:48 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: The long-awaited Rock-Paper-Scissors Mod!
The combat strategies don't need too much detail either
The strategy will be all in deciding which ships to build and where to move them each turn. Getting the scissors to the paper, while avoiding the rocks.
__________________
Things you want:
|

March 26th, 2003, 03:52 AM
|
 |
Corporal
|
|
Join Date: Oct 2001
Location: St. Louis, MO
Posts: 115
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The long-awaited Rock-Paper-Scissors Mod!
The sizes for the Scissors-component and the Paper component are switched (that or the SHIP sizes are switched).
You can create a size-50 Paper ship with a size 48 component, but you can't create a size 48 Scissors ship with a size 50 component.
__________________
-MegaTrain-
Athlon 1.3 GHz running at 1.6 GHz on an iWill KK266
|

March 26th, 2003, 05:07 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: The long-awaited Rock-Paper-Scissors Mod!
RPS mod #3.zip
Blue and Yellow RPS shipsets.zip
That is now fixed right up.
I've set them to 50kt each, and the hull ability restrictions are what will force the components to match the hulls.
__________________
Things you want:
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|